Test of Grit
- Hold your breathe for long enought that the ghoul does not find you.
- Break out of the enchantment that is forcing you to fight your friends.
- Resist the urge to bite that sexy sexy neck before you if your a vampire who's seeing a human for the first time in years.
- March across the desert.
- Take several months to smith a masterwork sword.
- Spend years carving a statue so well, that it comes to life.
- It's decided that a Test of Grit is called for. Decide what is the task the character is trying to accomplish.
- Write two values, Grit and Pressure, both start at 0. If after one of the Challenges Pressure is greater then Grit, then the task is failed and the procedure is concluded.
- Determine your Grit in the Muster Grit section. Take a Risk if you want to.
- Face the Challenge of Starting by rolling the Adversity Die. Describe what happens.
- You can now Take a Risk if you want.
- Face the Challenge of Abiding by rolling the Adversity Die. Describe what happens.
- You can now Take a Risk if you want.
- Face the Challenge of Ending by rolling the Adversity Die. Describe what happens.
- If by this point Grit is still greater then Pressure, the task has succeeded and the procedure is concluded.
- +3 if you have your soul. While you still have a soul anything is possible, no matter how improbable.
- +1 if your healthy and uninjured.
- +1 if you are well rested.
- +1 if your well fed.
- +1 if you have a strong motivation to succeed this task.
- +1 if your doing a task fueled by True Love or Pure Spite.
- +1 if you have failed a task like this before.
- +1 if you have succeeded a task like this before.
- +1 if you have a background in preforming tasks like this.
- +1 for any situational advantages the table agrees is relevant.
- -1 for any situational disadvantages the table agrees is relevant. If you have a soul, this cannot bring your Grit below 3.
- +1-6 for the Risks you take.
Face the Challenges:
Take a Risk:
- First is having good health in general, this matters because diegetically it makes sense that a healthy person would be better able to endure the challenges of life and it encourages players to treat their characters well.
- Second is experience. In practice characters get a +3 bonus for tasks related to their background, because in the process of learning people both succeed and fail. It also encourages players to keep track of the triumphs and tribulations their character has gone through, which I think is cool because it tells us about who the character is as a person.
- Third is Risk. It has been observed by many people that problems make things more interesting. Suffering the consequences your actions moves the game forward and lucking out of the consequences of your actions is fun.
- Fourth is determination. This ruleset wouldn't model a Test of Grit if willpower didn't factor into it at all. It's one of the things that has the player/character disconnect problem. Asking players to explain what motivates their characters, helps develop them.
- Five is a soul. I could have written the rules so that Grit starts at a base of 3, so that there is always a slim possibility of success, which makes sense because there is no point in invoking these rules if something is literally impossible. However, if the "base 3" Grit you get represents you possessing a soul then you have captured a bit of the je ne sais quoi of both having and not having a soul. In this ruleset having a soul means that if you are at your lowest point, broken, beaten and unable to find meaning, a miracle can still happen. Losing your soul means if you have nothing, then it's time to give up because your as good as dead. It helps explain why souls are both something precious and something that a rational actor might choose to give up. Of course, having a soul means other things that don't interact with this system, but I like the narrative space it adds.